#define DEFAULTS "*delay: 20000 \n" \
"*showFPS: False \n" \
- "*wireframe: False \n"
-# define refresh_lament 0
+ "*wireframe: False \n" \
+ "*suppressRotationAnimation: True\n" \
+
+# define free_lament 0
# define release_lament 0
#include "xlockmore.h"
if (MI_WIDTH(mi) > MI_HEIGHT(mi))
scale /= MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi);
+ /* If the window is super wide, make it bigger. */
+ if (scale < 8) scale = 8;
+
/* Constrain it to roughly life-sized on the screen, not huge.
*/
-# ifdef USE_IPHONE
- if (size > 768) /* iPad retina */
+# ifdef HAVE_MOBILE
+ if (size > 768) /* iPad retina / iPhone 6 */
target_size *= 1.5;
else
# endif
int j = (i + 1) % countof(p);
/* if (top_p)*/
do_normal (z, 0, 0,
- 0, p[i].y, p[i].z,
- 0, p[j].y, p[j].z);
+ 0, p[i].x, p[i].y,
+ 0, p[j].x, p[j].y);
/*
else
do_normal (z, 0, 0,
case LAMENT_LID_CLOSE:
case LAMENT_LID_ZOOM:
{
+ GLfloat d = 0.21582;
+ int i;
+ const int lists[4] = { OBJ_LID_A, OBJ_LID_B, OBJ_LID_C, OBJ_LID_D };
+
lc->facing_p = facing_screen_p (mi);
if (lc->anim_z < 0.5)
else
glTranslatef (8 * (0.5 - (lc->anim_z - 0.5)), 0, 0);
- GLfloat d = 0.21582;
- int i;
- const int lists[4] = { OBJ_LID_A, OBJ_LID_B, OBJ_LID_C, OBJ_LID_D };
glCallList (lc->dlists[OBJ_LID_BASE]);
mi->polygon_count += lc->polys[OBJ_LID_BASE];
for (i = 0; i < countof(lists); i++)
{
lament_configuration *lc;
int i;
- if (!lcs)
- {
- lcs = (lament_configuration *)
- calloc(MI_NUM_SCREENS(mi), sizeof (lament_configuration));
- if (!lcs)
- {
- fprintf(stderr, "%s: out of memory\n", progname);
- exit(1);
- }
- }
+ MI_INIT (mi, lcs);
lc = &lcs[MI_SCREEN(mi)];